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Posts posted by GunChleoc
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If you think of the engineering involved, the palisades above the arch aren't rammed into anything, so they wouldn't hold. Maybe let them go all the way down into the irverbed and space them apart a bit, so that the water can flow between them? I was unable to find any references though, and this wouldn't work on big rivers anyway.
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We already had another thread about the same topic: http://www.wildfiregames.com/forum/index.php?showtopic=18696
Merge?
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Congratulations on getting the OS X version to work
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You can follow the progress here - there are still some problems to figure out, and one ven never tell how long (or hopefully short ) these things take.
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I think the list in the first post looks good
How does modding work? We should also consider making it easy adding the translation of mods in the future by dropping extra po files in the folder. So, apart from size, splitting by civ might make sense for that, maybe?
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I'm James, im from australia. You know, what the americans think is new zealand and europeans forget exist (curse you austria!)
Non-English-speaking Europeans might have less trouble though... Austria in German is "Österreich", which is very different from "Australien"
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Found it with your help, thanks!
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Where does the string "Unload %(name)s" appear in the game? I need some more context for translation
gui/session/unit_commands.js:459
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I first used women to hunt, because I didn't understand that I can use the cavalry to do that. It works fine with cavalry
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If you're stuck with a particular entry, post it here and we will help.
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They sound good to me, but as I said, I don't speak Latin. It does fit with what I know about Romance languages though.
Maybe you could slow down "fight" a bit, it is very fast.
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I'm no Latin expert, but 2 thing struck me here:
Wouldn't it make sense that "ae" is an diphthong?
The English pronunciation of the letters "i" an "e" are an aberration, because of the great vowel shift some centuries ago. Better pronounce them as in any Romance language I guess, as and [e].
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Thanks to everyone for getting this release out
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The number displayes on screen is correct, but the plural form is not. I had already double-checked the PO file to make sure it's not a translation error.
http://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.js
var playerString = sprintf(translatePlural("%(number)s player. %(description)s", "%(number)s players. %(description)s", numPlayers), { number: numPlayers, description: description });
This is the line in current trunk, I have no idea if changes have been made since the release was packaged or not. I simply quoted the code reference in the PO file
This line of code looks correct as far as I can tell, so no idea what is wrong here.
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I'm having a problem with the following string on the Gaelic translation:
gui/gamesetup/gamesetup.js:1231
%(number)s players. %(description)s
For 3 players, it fetches the wrong plural form - either the one for 1,11 or the one for 2,12
We have had problems with some software defining the wrong plural rules for gd, could you please double-check this?
nplurals=4; plural=(n==1 || n==11) ? 0 : (n==2 || n==12) ? 1 : (n > 2 && n < 20) ? 2 : 3;
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This makes sense, thanks
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I have no clue how packaging works and I am always when I see what you are doing.
Just one note on the translations:
With A16, we have internationalization/localization support, some modification of build-osx-bundle.sh will be required so it copies the necessary files from binaries\data\l10n into the bundle (hopefully only one line). Also, only approved+reviewed translations should be included, sanderd17 and Gallaecio would know more about that.
Since I'm not sure what you mean by "approved+reviewed", I hope you dont mean set to "reviewed" on Transifex, because we would lose a couple of languages right now.
Use whatever the i18n team has committed to SVN, all those translated strings should be good enough. If I understand correctly, they have only added the languages that have hit the 90% mark and everything has been submitted to a quick check to see that there are no problems.
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I don't know where to put this, so I'm listing here where I will need more space for Gaelic:
Language -> Advanced -> Auto detect
Options: first column. This might be solved by having more space between options when there is an overflow
I have tweaked all the other strings that are too long, so if you could pull Gaelic one more time from Transifex befoe the release, it would be great.
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You could have a warning in debug mode only, so you can then tell the localizers that something's wrong in ICU for their language. I will definitely be working on getting my language into their default package now that I know it's missing.
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I have just had another idea: rather than adding exceptions for locales that don't exist, we should use a default locale if the validation fails, but still load the translations fot the desired language.
Actually ICU does have a fallback procedure according to their homepage:
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The variant is removed, if there is one.
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The country is removed, if there is one.
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The script is removed, if there is one.
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The ICU default locale is examined. The same set of steps is performed for the default locale.
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We checked the chart and it's there, but we also lack a locale for Latin, which they have not listed. So, I dug around and found this:
http://userguide.icu-project.org/locale
No idea if this helps
Concerning the script, Gaelic should be fine with the same codepage as French for now.
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I just managed to hit the 90% mark and I hope I'm still in time for getting into the SVN?
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[Discussion] Localization (again)
in Game Development & Technical Discussion
Posted
I have a string question.
gui-ingame.pot
gui/session/dialogs/yes_no.xml:15 (caption)
"Yes or no?"
My language has no words for yes/no. We use the positive/negative form of the verb that was used in the question instead (Portuguese speakers will know what I'm talking about, but I don't have any Sim/Não type alternative to use). So, I need some context here.